Gang of Irregulars


Gift Details

Types

Gift Requires

Effect Description

Requires:
Ally
Gang of Irregular Allies
In addition to your ally, you have a gang of people who follow you around and help you out. In game terms, an irregular is a minor character you pick up in the course of play who may or may not be around, next chapter.
At the beginning of the play-session, you pick up one irregular. You may declare you will roll your Mind and Gossip dice vs. 3. Each success you score is one more irregular who shows up. (Gifts like Insider and Local Knowledge may increase this roll.) You Ally assists you with this roll.
The same irregulars may hang around from chapter to chapter, or they may come and go, as the Host sees fit. When a new chapter starts, the Game Host may change the line-up of the irregulars. The Host may also call for a new Gossip roll, and the count of irregulars will re-set to the new roll’s result.
The irregulars have d6s in all Traits, and all Gifts from their Species and Careers. These minor characters are usually the same Species and Career as your Ally … but they might not be. The Game Host may assign new names, Species, and Careers at random. The Game Host may also rule that the nature of your character attract certain kinds of irregulars. For example, if your character is Streetwise, your irregulars may be gypsies, tramps, and thieves. If your character is Ordained, your irregulars may be religious folk. If your character has Nobility, your irregulars might be ne’er-do-well dilettantes, etc.
Irregulars may bolster your number in combat, or they may be sent on various errands. Irregulars will have expenses, and as long as they’re hanging out with you, they assume you will cover them. If you don’t, there’s no hard feelings – but they will disappear until the next
The irregulars have your best interests in mind, but their morale is questionable. Injured or Afraid irregulars will flee a battlefield at the first opportunity, and they won’t return before the next chapter.
Irregulars won’t betray your main character – they will disappear or skip town, and they will only warn you of danger if it is zero trouble to do so. If you live a dangerous life, your irregulars may get threatened by your enemies; their refusal to sell you out may get them humiliated, beaten up, or even killed.
As an adventurer, it’s known that you live a dangerous life, so irregulars know what they’re getting into … but if it becomes obvious that too many people who hook up with you come to a nasty end, the Host may raise the difficulty for mustering up future irregulars, or they may declare you must re-train this Gift.

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